C# Parsing Error

Hi There
I get the parsing error for this code
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(“Camera-Control/Smooth Mouse Look”)]
public class SmoothMouseLook : MonoBehaviour {

public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationX = 0F;
float rotationY = 0F;
private List<float> rotArrayX = new List<float>();
float rotAverageX = 0F;
private List<float> rotArrayY = new List<float>();
float rotAverageY = 0F;
public float frameCounter = 20;
Quaternion originalRotation;
void Update ()
{
    if (axes == RotationAxes.MouseXAndY)
    {
        //Resets the average rotation
        rotAverageY = 0f;
        rotAverageX = 0f;
   
        //Gets rotational input from the mouse
        rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
        rotationX += Input.GetAxis("Mouse X") * sensitivityX;
   
        //Adds the rotation values to their relative array
        rotArrayY.Add(rotationY);
        rotArrayX.Add(rotationX);
   
        //If the arrays length is bigger or equal to the value of frameCounter remove the first value in the array
        if (rotArrayY.Count >= frameCounter) {
            rotArrayY.RemoveAt(0);
        }
        if (rotArrayX.Count >= frameCounter) {
            rotArrayX.RemoveAt(0);
        }
   
        //Adding up all the rotational input values from each array
        for(int j = 0; j < rotArrayY.Count; j++) {
            rotAverageY += rotArrayY[j];
        }
        for(int i = 0; i < rotArrayX.Count; i++) {
            rotAverageX += rotArrayX*;*

}

//Standard maths to find the average
rotAverageY /= rotArrayY.Count;
rotAverageX /= rotArrayX.Count;

//Clamp the rotation average to be within a specific value range
rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);
rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);

//Get the rotation you will be at next as a Quaternion
Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);

//Rotate
transform.localRotation = originalRotation * xQuaternion * yQuaternion;
}
else if (axes == RotationAxes.MouseX)
{
rotAverageX = 0f;
rotationX += Input.GetAxis(“Mouse X”) * sensitivityX;
rotArrayX.Add(rotationX);
if (rotArrayX.Count >= frameCounter) {
rotArrayX.RemoveAt(0);
}
for(int i = 0; i < rotArrayX.Count; i++) {
rotAverageX += rotArrayX*;*
}
rotAverageX /= rotArrayX.Count;
rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);
Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
transform.localRotation = originalRotation * xQuaternion;
}
else
{
rotAverageY = 0f;
rotationY += Input.GetAxis(“Mouse Y”) * sensitivityY;
rotArrayY.Add(rotationY);
if (rotArrayY.Count >= frameCounter) {
rotArrayY.RemoveAt(0);
}
for(int j = 0; j < rotArrayY.Count; j++) {
rotAverageY += rotArrayY[j];
}
rotAverageY /= rotArrayY.Count;
rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);
Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
transform.localRotation = originalRotation * yQuaternion;
}
}
void Start ()
{
Rigidbody rb = GetComponent();
if (rb)
rb.freezeRotation = true;
originalRotation = transform.localRotation;
}
public static float ClampAngle (float angle, float min, float max)
{
angle = angle % 360;
if ((angle >= -360F) && (angle <= 360F)) {
if (angle < -360F) {
angle += 360F;
}
if (angle > 360F) {
angle -= 360F;
}
}
return Mathf.Clamp (angle, min, max);
}

As @vir1234 commented, you’re missing a closing bracket at the end to finish the class declaration.

Also, unrelated to the error, but the logic here is nonsense:

 if ((angle >= -360F) && (angle <= 360F)) {
     if (angle < -360F) {
         angle += 360F;
     }
     if (angle > 360F) {
         angle -= 360F;
     }        
 }

… your first if condition passes if the value is between -360 and 360. Your following two nested if conditions test whether the value is less than -360 or greater than 360 which, by definition, will never be true…